Skills in Dandanon are all based on percentages with a roll of 01-05 on 1d100 always indicating success and 96-00 failure. Skills however may be raised above 100 giving a better chance of success where a negative modifier is applied.
eg A character with a skill of 108% in Thaumaturgy wishes to identify a strange magical sigil he has discovered. The GM rules that due to the obscure nature of the sigil the character has a -10% modifier to his skill roll, lowering his chance to 98%. The character rolls 94 and so succeeds in identifying the sigil. If the character had rolled 96 or over he would have failed, even though his modified skill is 98, because 96-00 always indicates failure.

After each skill name there is a word or number that is indicates how the base value of that skill is determined. Four possibilities exist: statistic, roll, 0 (or number) or more than one statistic.
If the word is an abbreviation for a statistic then use that statistic as the base for the skill. Eg The base for PICK POCKET is MDEX which means that Tim's base chance to pick a pocket is his MDEX which is 10, or a roll of 01-10 on 1d100.
If two statistics are indicated then add the two statistics together and divide by two. (If three then add together and divide by three). Eg TUMBLE has a base of PSTR/AGIL which means that Olanias base percentage to tumble is (PSTR+AGIL)/2 [(13+12)/2=12.5], which is rounded up to 13, or a roll of 01 to 13 on 1d100.
ROLL means that the base is determined by rolling three ten sided dice and adding them together. Eg TREAT WOUND has a base of Roll and Tim rolls 3d10. The numbers were 3, 8 and 7 which gives him a base to treat a wound of 3+8+7=18.
A number indicates a set percentage base for the skill. Eg DODGE has a set base of 10% Any skill with a base of 0 requires teaching and points must be spent to increase it above zero.

There are two sorts of points that a character can spend on skills: Physical and Mental. To determine how many Physical points a character has add together the values of PSTR, MDEX, AGIL and HLTH and then multiply them by three. Physical points can be spent on PHYSICAL and GENERAL skills, but not on MENTAL.
Eg Olania has PSTR 13, MDEX 18, AGIL 12 and HLTH 8. This gives a total of 51 (13+18+12+8=51). When multiplied by three it gives a total of 153. Olania has 153 Physical points to spend.
Mental points are calculated by adding together the MSTR, INTL and MEMR and multiplying by four. Mental points can be spent on MENTAL and GENERAL skills, but not on PHYSICAL.
Eg Tim has MSTR 17, INTL 21 and MEMR 20. The total is 58 (17+21+20=58). Multiplied by four it becomes 232 and so Tim has 232 Mental points to spend.
When you have calculated how many Mental and Physical points your character has you should allocate them to what ever skills you see fit, depending on the type of character that you want to create. Remember that all points spent are in addition to any bonuses gained by race, social class and the skills base percentage, if it has one.
When allocating skills in character generation no skill may be given a starting value over the primary stat on which it is based *5, or 90, whichever is LOWER. This value should not include racial adjustments which may raise the skill higher than normally possible.
Where a skill is based on ROLL the player should either keep track of his initial roll or consider the base to be 15, thus allowing ROLL skills of up to 75% (15*5).
Some skills have a base of 0% (or number) and where this is the case a primary statistic is shown for advancement purposes only.
The base for melee weapon skills depends on the type of weapon being used, if the weapon has a greater REQUIRED PSTR than REQUIRED MDEX, then the base for increase in that weapon is the average of the characters PSTR and HLTH. If the weapon has a greater REQUIRED MDEX then the base is the average of the characters MDEX and AGIL. In the case of a weapon whose required stats are equal the character may chose which of the above to use as his increase base. (See Combat, To Hit, for more details.)
Missile weapons always use MDEX as their increase base. Some GMs may rule that combat skills can not be increased in initial character generation. (See Combat for more details.)


The above skill ratings should give some idea of what a character should be allowed to achieve with a skill. For example a character with average swimming ability should be able to cope with a short, unencumbered swim in still waters - running water or a longer swim would require the character to roll against the skill to succeed. There now follows a list of the most commonly used skills:


All of these skills are included on the standard character sheet due to the regularity with which they are used. This list is not the "be all and end all" and the gamemaster should encourage his players to experiment with new skills. So, just to start you off, we are including some useful skills not found on the character sheet in the list of descriptions below. They are as follows:


There now follows a list of skill descriptions.

The skill to accurately portray the another persona for the purposes of entertainment or deception. This skill is particularly useful when used in conjunction with ORATORY or DISGUISE.

A knowledge of the powers of herbs, particularly those used in healing and medicine. A successful roll is required both to recognise a herb as being useful and to know its correct preparation procedure. This skill will also give limited knowledge of poisons.

Used to attain prices higher, if selling, or lower, if buying, than the worth of an item.

This is the skill to accurately locate a foe through sound alone and may not be used against silent creatures.
A character who uses this skill successfully has his chance TO HIT an unseen foe increased to 2/3 of his normal percentage (round down). A check must be made with each hit the character attempts, though only one combat tick should be made per FOE successfully hit.
Blind fighting may be used with missile weapons if the GM decides that the target is loud and close enough to gain a good fix on, though chance should be reduced with range.

This is a knowledge of all manner of poisons and the techniques used in their manufacture and applications.
This skill is far more specialised and therefore gives far better understanding of poisons than APOTHECARY.

A character with this skill has the ability to twist his/her body into all sorts of odd, and often painful looking, positions without injury. It is useful for squeezing through small gaps and getting into seemingly inaccessible places. No armour can be worn.

Knowledge of all manner of livings things. This skill can be used to identify a creature and perhaps give some insight into it's nature, habitat etc.

The ability to scale surfaces provided there are suitable footholds or hand holds. Modifiers may apply according to the smoothness of the surface being climbed.

The knowledge of all forms of dance. A successful roll providing a pleasing performance from the dancer. A dancer with a higher skill should out perform a dancer with a lower skill, providing both make their rolls. Expert dancers would be able hold an audience captivated with a successful roll.

A character with this ability may attempt to take on the appearance of anyone of approximately the same size and sex. This is subject to modifiers - especially when attempting to fool a close friend of either the disguised person or the person the disguise represents, or when impersonating another race or sex.

The ability to evade anothers blows in combat. Dodge is a combat option (see combat options table) that increases a characters evasion (EVA). When the dodge option is used in combat the characters foe decreases his chance to hit the dodger by the up to percentage of the characters dodge skill.
A characters dodge percentage represents the maximum dodge skill he/she may use. Because the TO HIT chance of any dodging character is reduced by an equal amount to the dodge skill used, until it reaches a minimum of 5%, he/she may wish to use less than their maximum skill. Eg An attack directed at a character with a skill of 45% using his 30% dodge receives a penalty of -30% TO HIT, as do any attacks made by the dodging character. The character could decrease his foes chance to hit him by 45%, but opts not to due to the effect it would have on his own TO HIT chance. A Characters natural evasion ( The EVA secondary statistic) is not included when calculating the increase cost of this skill.

Escapology allows a character to attempt to wriggle out of bonds and fool captors into believing that manacles etc. are tight enough to keep the character secure, when they aren't really.

This skill gives knowledge of correct social behaviour and forms of addressing nobility. It also allows a character to know what is considered polite and offensive to most of the worlds races.

Forgery enables a character to manufacture accurate duplicates of handwriting/documents, providing a sample is available for study. In order to convincingly manufacture large documents it is necessary to be extremely familiar with the handwriting/document to be reproduced.

Knowledge of all manner of games of chance. With this skill a character will be familiar with all tricks used in winning. He'll also have an extensive knowledge of methods of cheating.

From trivia to information of world shaking proportions - all are covered by this skill. Any fact relevant to gameplay and that the character could possibly have knowledge of is included unless specifically related to another skill - even then a modified roll may be used when all else fails.

The art of wrestling including throws, pins ,slams and holds. This skill is discussed in detail in the combat section of the rules.

Many groups have their own identifying crest, symbol or badge - especially in campaigns set in the times of knightly chivalry. With this skill a character will be able to recognise these symbols and divine the nature of those that carry them.

A characters ability to conceal himself behind, or in any available cover (including deep shadow) to such a degree as to be undetected. This skill will vary greatly with circumstances and available cover. Note that this may not be used where there is no cover or while under direct observation. It's possible to move while hiding, but this may make noise unless a successful SNEAK roll is made and will halve the HIDE skill anyway.

This skill provides knowledge of where to find any prey and how to correctly stalk it. A roll is required to find the prey and a second roll to successfully stalk it. A successful hunt will also find signs of an animals presence, or absence as the case may be. It does not however increase a persons skill with any weapon.

A character may juggle one item per 10% of skill - up to a maximum of ten. If juggling a large number of objects all should be of the same approximate size and weight. As large objects are more difficult to juggle it is not possible even for an expert to juggle more than six of these. As well as being an excellent entertainment, jugglers may use this skill to attempt to catch small objects thrown at them - although failure indicates that the object struck the jugglers hand, even if the object would otherwise have missed. Roll damage as normal.

A successful use of this skill enables a character to jump horizontally a distance based on the average of AGIL and SIZE in feet plus six inches for every 10% of skill. This assumes a run up is available. If a standing jump is attempted only one third of that distance may be leapt.
With a run up a character can jump two thirds of his height plus three inches per 10% and another three inches for every twenty size points. A standing jump enables a character to jump one third of that height.

Sleight of hand that enables the character to perform minor feats of conjuring provided the correct implements are available. It can also be used to conceal objects about his person and fool another into believing that he/she has magical skills. This is the skill of a typical theatre conjurer/magician.

With this skill a character may read the lips of any other individual provided he has a clear view of the lips and understands the language being spoken. Only 70% of any conversation may be comprehended due to the fact that some words are indistinguishable from others.

This indicates how well a character has trained himself to be alert and attentive subconsciously to the sounds around him. A character with a high value in this skill is more likely to be awakened by suspicious noises than one without. It does not however make a characters hearing any sharper than anyone elses. A character with a high LISTEN skill would be much more likely to correctly overhear a conversation than one with a low value.

An understanding of mechanical devices and how they work. It may be used to correctly operate, divine the nature of, or even repair any mechanical device encountered.

Knowledge of myths, legends and religious facts, historical or otherwise, are the specialist subjects of someone with a high mythology skill.

The ability to persuade others through conversation and debate. This is also the skill that enables a character to spout utter drivel in a seemingly informed and knowledgable manner.

When using this skill a character renders any blows he makes in combat very difficult to parry.
A characters percentage skill in parry evasion indicates the maximum amount his foes chance to parry any blow he makes can be reduced. However the TO HIT chance of any blow made using parry evasion is subject to a penalty equal to the percentage parry evasion used.
Eg A character with 45% PARRY EVASION might opt to strike his foe using 25% of his parry evasion skill. This would give his foe a -25 percent penalty to his chance to parry the blow, but would also lower the parry evaders TO HIT chance by 25%.

There are a wide variety of locks from simple to mind blowingly complicated and these will give appropriate modifications to the basic chance of success in this particular ability.

The ability to pick someones pocket varies in difficulty like that of pick lock.
Failure to pick a pocket does not necessarily mean that the thief has been caught. A fumble result means that the character was noticed as does a successful SPOT HIDDEN made by the victim after a failed pick pocket attempt. No SPOT HIDDEN is allowed if a successful PICK POCKET is made.

PLAY (0) -- (MDEX)
This indicates a characters skill with a particular instrument. With this skill he/she will be able to play instruments of a similar nature to his/her chosen instrument at 2/3 skill. With a skill at GOOD level or better no check need be made unless under stressful situations, or when playing very complex tunes. EXPERTS may not need to make a roll with even a complex tune. As with SING someone with a higher rating will always sound better than a lower rating.

PROFESSIONAL (0) -- (Depends on trade. Usually MDEX or INTL.)
Professional covers a specific skill that a character once plied as a trade. It includes all these trades and more: blacksmith, weaponsmith, armourer, bowyer/fletcher, tanner, brewer, undertaker, carpenter, cook, cobbler, fishing, potter, tailor, stonemason, weaver, engineer, navigator, gem cutter, cooper, jeweller and many others - the list is endless.

A prerequisite for all wishing to use magic. Not a very common skill amongst peasants in most medieval settings, but the aristocracy should be well versed. All social classes from poor merchant upwards will be able to read to some extent.

The skill to read and write a language other than the characters own. See READ/WRITE.

Anyone can get on a horse and make it trot, but galloping requires a skill of average or better. Making a horse jump obstacles needs a skill of good, or better, in order to avoid a skill check. Even then large obstacles, stressful situations or conditions will require a test of skill. Failure resulting in falling off, or being thrown by the horse.

Like RIDE except on a creature other than a horse. It includes chariot and cart driving - it may even include flying creatures.

Rockwise is a knowledge of geology and all of it's related subjects. It also gives some insight into the stability of natural and unnatural underground structures.

This shows the running speed and stamina of the individual. The higher the skill, the faster or longer that he can run. In a chase situation a roll is made against this skill until one of the runners fails, or fails repeatedly in the event of a long chase. Failure either closes or extends the gap between chaser and prey depending on who failed the roll.
A characters run speed can be calculated as 2*(100+RUN SKILL) in meters per minute. This speed can be increased by a factor of 1.5 in short bursts of not more than HLTH seconds.

Knowledge of the seas and oceans. This also provides some knowledge of sailing.

Communication through signs, signals and body language. To someone with this skill sticking your finger in your ear and then squinting could mean all manner of dark secrets. This skill is often used by thieves and rogues and a successful check indicates that the message has been understood or sent.

Like play this skill should only be checked under difficult circumstances. A character with a high SING should always sound better than someone with a lower skill. EXPERTS may not need to make a roll with even a complex song.

This skill does not indicate that a characters smell is more acute than anyone elses, but that he is more apt at recognising particular smells with accuracy.

Moving without noise is modified greatly according to what is being carried and what is worn, particularly with the case of metal armour, and the type of surface walked upon. Soft footwear is also an advantage. Leather and studded leather do not affect the skill.

Knowledge of a language other than the racial or national language. This also includes languages such as thieves cant ("Will you mama dog face in my banana patch?") and monster languages.

This skill allows a character to increase (effectively decrease) his or her speed with a specific weapon type in combat.
When using speed specialist a character can, at 100%, lower his personal combat speed (CSP) with his chosen weapon to one, and lower the chosen weapons speed to two thirds (round up any fractions) of its normal value. Speed specialist does not lower the speed of combat options.
Upon reaching 100% this skill can not be further improved as the characters personal combat speed will have reached the minimum value of one, and the speed of his chosen weapon will have been reduced to two thirds of its normal value (round UP any fractions).
To find how often a character decreases his speed in combat segments as he increases in percentage skill use the following procedure.
(1) Compare the characters combat speed (CSP) + weapon speed when they would attain 100% in speed specialist to their normal CSP +weapon speed rating at 0% and find the number of combat segments difference.
(2) Divide 100 as evenly as possible by the number found in (1) to arrive at the number of percentage points increase in skill needed to decrease speed in combat segments by one.
Eg A character whose total decrease in combat segments at 100% skill is four, would gain his first point of speed reduction at 25% skill, his second at 50%, his third at 75% and his forth at 100%.
A skill in weapon speed specialist is individual to a specific weapon type and has no effect, on either CSP or weapon speed, when any other type of weapon is used. There are no restrictions to the type of chosen weapon, it may be anything from fist to great sword. Speed specialist may also be used in conjunction with the grapple attacks. Note that the minimum time between actions with a single weapon when accomplished with this skill can never be less than half the characters NORMAL combat speed (round up). See combat for more details.

The skill of observation. It does not indicate superior eyesight to someone with a lesser skill, but indicates an alertness of observation and the noting of clues that others would miss or ignore as inconsequential.

Speed, stamina and power of a characters swimming stroke. Good swimmers need only check this skill under stressful or difficult conditions. Heavy metal armour or plate is impossible to swim in.

The knowledge of magic and it's practices. It will give some knowledge of astrology, palmistry etc., the functioning of spells and some of the theory behind their use. Knowledge of this skill, no matter how great, will not allow any spell to be cast.

This skill covers the accuracy with which an object can be thrown. It's base percentage can be applied to one thrown missile weapon chosen. Other than that its full effect only applies to rocks and small handheld objects. Larger missiles and other thrown missile weapons only gain 2/3 of the full percentage.

Tight rope walking not only covers ropes, but also thin ledges, beams etc. Angled surfaces are subject to a minus of 1% per degree up to 45 degrees and 2% per degree over 45, up to a maximum of 60 degrees. Beyond 60 degrees climb must be used.

This skill simply decreases a characters awareness factor (AWF). (See Secondary Statistics).
For each 10% of this skill the characters awareness factor is reduced by one point, down to a minimum value of five.

All manner of street skills are covered by TOWNWISE including knowledge of guilds, dodgy traders, routes to take at night to avoid being mugged etc.

The skill of spotting, following and identifying the tracks of any normal game type animal. Although a high track skill may enable a character to follow a set of tracks from an extraordinary creature it will not identify the creature. A CREATUREWISE roll is required to identify the creature that produced the tracks.

Application of this skill will enable a wounded character to feel as comfortable as possible. It may be used to reduce a bleeder by two places (b3 becomes b1 or b1 stops altogether) before binding, although internal bleeding can't be stopped without using magical, herbal or scientific knowledge.
Treat wound may also be used to restore 1d4 hit points, correctly set broken bones or return a character to consciousness, provided both shock and general hit points are above zero.

Leaping, diving, swinging, somersaults, flips, handstands and all manner of acrobatics fall under this skill. A successful tumble roll may be used to reduce falling damage by 1d8. If a character is not attacking he may attempt to tumble away from any attack directed against him. This allows him to add half of his TUMBLE skill to his EVASION, with the whole manuver taking 10+CSP timings. If the skill is VERY GOOD then simple manoeuvres require no roll.

The skill of using two weapons (one in each hand) simultaneously. See Using two weapons in the combat section of the rules.

With this skill an estimate of the authenticity and value of jewellery, gems, antiques, fine cloths, wines, works of art and other sought after and costly objects can be made.

The art of throwing the voice. By using this skill a character may attempt to deceive others into thinking that a sound is emanating from any, relatively close, object. In order for the illusion to be complete the character must be observed by those that he wishes to deceive and the object from which the sound is to emanate should at least appear capable of producing the noise. Note: ventriloquists can't actually make sounds emanate from anything other than their lips, it is the imitation of anothers voice and lack of movement of the lips of the ventriloquist that creates the illusion.

Similar to creaturewise except this skill gives a knowledge of plants.

Gauntlets reduce all manual skills by one third to a half, depending on the thickness of the material.
All PHYSICAL and AGILITY based skills are affected by the wearing of armour as follows:
(1) THROW is subject to modifications if armour worn restricts the arms. Plate armour will reduce the skill to two thirds of normal.
(2) RUN is reduced by half when wearing plate armour on the legs and chain reduces by a quarter. Other armour has no effect.
(3) CLIMB is reduced by one half if plate armour is worn on arms OR legs and by two thirds if on BOTH. Chain reduces by a quarter or third respectively. Gauntlets will affect climb as they would manual skills.
(4) All other physical/agility skills are reduced by a quarter for heavy metal armours and by one half for plate on the arms or legs.
(5) If it is a physical and agility based skill then it's reduced by two thirds for plate and one third for heavy metal. This assumes full jointed plate otherwise treat as heavy metal/chain.

Every time that a character uses a skill successfully during an adventure he can tick it. Combat skills use only weapon attack /parry ticks to increase their percentages (all except weapon TO HIT are not ticked when used), with one tick being gained for each combat in which a successful hit or parry was made with a weapon. (See combat - TO HIT). When the adventure is over the character is assumed to take time out for training in which he/she may improve any skills by a maximum of 1% per tick received during the adventure.
To simulate a characters training Dandanon uses the following system:- After the adventure total up the number of ticks your character has received and note it down. This total is known as the tick pool. To increase a skill you must spend ticks from the tick pool, with each 1% skill increase costing a number of ticks determined by comparing your base in the skill to your current percentage. The following table shows the tick pool cost of increasing a skill by 1% according to the current level of the skill.

Current % up to base*2135
Current % up to base*3357
Current % up to base*4579
Current % up to base*57911
Current % up to base*691113
Current % up to base*7111315
Current % up to base*8131517
Current % up to base*9151719
Current % up to base*10171921
Current % up to base*11192123
Add two to cost for each further multiplier.

By using the table above it can be seen that skills currently at a level of less or equal to two times the characters base will cost only one tick to increase by 1%, but when that skill crosses the *2 base barrier the cost increases to three pool ticks per 1% increase. The maximum amount a skill can be increased in training is equal to the number of ticks that skill received during the adventure ; so if climb gained five ticks then it could be increased by a maximum of 5%. Other than this restriction the player is free to chose which skills his character trains in.

Two extra columns are shown on the skill increase table 'difficult' and 'very difficult', these are used only when the GM rules that a skill is so hard to research or practice that an extra penalty must be imposed to prevent rapid advancement.
These columns should be used rarely, very rarely in the case of Very Difficult, and only in circumstances where the character learning the skill is at a genuine disadvantage.
None of the skills mentioned in this list are difficult or very difficult skills except the combat skill DODGE and instances of a character attempting to learn a very obscure language about which he can find very little source information.

Some skills require only that the character practice, practice and practice again in order to improve, but others require that the trainee find, and pay, a teacher of greater skill than themselves in order to advance to any great degree. GMs should feel free to exploit this need into a further adventure as the characters search for enlightenment. As a rough guide, once the teacher has been found, the cost of training should be approximately 1 gold piece * current skill per point increased. Though this varies greatly with the skill being taught.
As a reward for good role playing the GM may wish to award bonus skill points at the end of an adventure. These should be awarded to the player in the form of generic, non-skill specific points.
It is recommended that the number of bonus points awarded be kept low with no more than ten as a maximum for any single adventure. The GM may also wish to rule that no single skill can be raised more than 5% per adventure using bonus points.